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Animating bones in models, would it be wise to reset bones...? #274511
06/27/09 03:16
06/27/09 03:16
Joined: Feb 2008
Posts: 69
Australia
M
MegaMarioDeluxe Offline OP
Junior Member
MegaMarioDeluxe  Offline OP
Junior Member
M

Joined: Feb 2008
Posts: 69
Australia
I've contacted a modeller to do a model for my game. However, I was wondering when I'm manually adding animations, say for example I have a walk animation and I want to shift to running animations like so:

Quote:

idle0
walk0
walk1
walk2
run0


The thing is that when I go to add a new frame, it "copies" the bone animation from the previous frame, but I want to start fresh for the models' new animation (ie. reset back to where it was before any animations were made).

Would I use the A6 MED "Reset Bone Animation" tool to reset the bones so I can start a new set of animations without affecting the current ones? Or is there another tool I can use?


----
MegaMario
Regular 3D Game Studio User
http://www.krystalgaming.net
Re: Animating bones in models, would it be wise to reset bones...? [Re: MegaMarioDeluxe] #274519
06/27/09 04:02
06/27/09 04:02
Joined: Jun 2009
Posts: 10
ina
P
peank Offline
Newbie
peank  Offline
Newbie
P

Joined: Jun 2009
Posts: 10
ina
how 'bout create an initial frame before you start create "idle0"(etc: pose0,idle0,walk0...), its the pose where the model weren't animated at all, then when you create other frame , just use "pose0" for it source....

Re: Animating bones in models, would it be wise to reset bones...? [Re: peank] #274522
06/27/09 04:17
06/27/09 04:17
Joined: Feb 2008
Posts: 69
Australia
M
MegaMarioDeluxe Offline OP
Junior Member
MegaMarioDeluxe  Offline OP
Junior Member
M

Joined: Feb 2008
Posts: 69
Australia
I like that idea, peank. I suppose it should work. Thanks! smile


----
MegaMario
Regular 3D Game Studio User
http://www.krystalgaming.net

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